Submission #956270

#TimeUsernameProblemLanguageResultExecution timeMemory
956270chrisvilchesDragon 2 (JOI17_dragon2)C++14
0 / 100
398 ms1944 KiB
#include <bits/stdc++.h> using namespace std; using ll = int; ll Bx, By; map<pair<int, int>, int> query_ans; vector<vector<int>> upper_triangles; // TODO: Idea super dificil de implementar: Crear un arbol de convex hulls en ord_b // Para poder acceder a informacion global (por ejemplo saber cuantos puntos hay // dentro del convex hull y si ese poligono cabe dentro de un triangulo, etc). No se // si sirva de algo. struct Point { ll x, y; int idx; inline Point operator-(const Point& p) const { return {x - p.x, y - p.y, idx}; } inline Point operator+(const Point& p) const { return {x + p.x, y + p.y, idx}; } inline long long cross(const Point& p) const { return x * (long long)p.y - y * (long long)p.x; } inline bool operator<(const Point& p) const { return to_upper().cross(p.to_upper()) > 0; } inline Point to_upper() const { return above() ? *this : negate(); } inline bool above() const { // TODO: Improve this // const Point B{Bx, By, idx}; return Bx * (long long)y - By * (long long)x > 0; // return B.cross(*this) > 0; } inline Point negate() const { return {-x, -y, idx}; } }; short orientation(const Point& o, const Point& a, const Point& b) { // assert((a - o).cross(b - o) != 0); const long long x = (a - o).cross(b - o); return (x > 0) - (x < 0); } // short bit[30'001]; // int bit_n = 30'001; // void clear(const int n) { memset(bit, 0, sizeof(short) * n); } // // TODO: Return should be int, not short. // int sum_single(int r) { // int ret = 0; // for (; r >= 0; r = (r & (r + 1)) - 1) ret += bit[r]; // return ret; // } // int sum(int l, int r) { return sum_single(r) - sum_single(l - 1); } // void add(int idx, const short delta) { // for (; idx < bit_n; idx = idx | (idx + 1)) bit[idx] += delta; // } vector<vector<Point>> order_by_b; bool cmp_by_b(const Point& p, const Point& q) { const bool a1 = p.above(); const bool a2 = q.above(); if (a1 != a2) return a1; return p.cross(q) > 0; } int handle_query(const vector<Point>& points1, const vector<Point>& points2, const vector<Point>& ord_b, const Point& B, const int attacked_idx) { if (points1.empty() || points2.empty()) return 0; // bit_n = (int)points2.size(); // clear(points2.size()); // const int n = points2.size(); // int points_above = 0; // int points_below = 0; // for (const auto& q : points2) { // if (!q.above()) { // add(q.idx, 1); // points_below++; // } else { // points_above++; // } // } const auto mid = lower_bound(ord_b.begin(), ord_b.end(), (Point{0, 0} - B), cmp_by_b); int total = 0; // query_ans[{1, 1}] = 1; // auto& ref = query_ans.at({1, 1}); int points_activated_above = 0; int points_deactivated_below = 0; int j = 0; for (const Point& p : points1) { while (j < (int)points2.size()) { const Point& q = points2[j]; if (!(q < p)) break; // add(q.idx, q.above() ? 1 : -1); if (q.above()) points_activated_above++; if (!q.above()) points_deactivated_below++; j++; } Point from_point = p; Point to_point = B; to_point.x += B.x - p.x; to_point.y += B.y - p.y; if (p.above()) { auto it2 = lower_bound(mid, ord_b.end(), to_point - B, cmp_by_b); const int below_to_angle = it2 - mid; const int activated_below = below_to_angle - points_deactivated_below; total += activated_below; // for (auto it = mid; it != ord_b.end(); it--) { // if (it == ord_b.end()) break; // const Point q = *it + B; // if (!q.above()) continue; // // if (q.above()) { // assert(q.above()); // total += q.cross(p) > 0 && orientation(B, p, q) > 0; // // } // if (it == ord_b.begin()) break; // if (orientation(B, q, p) > 0) break; // } // TODO: Improve range of loop (make it smaller) for (auto it = ord_b.begin(); it != ord_b.end(); it++) { // assert(it->above()); if (it->above()) total += it->cross(p) > 0 && orientation(B, p, *it) > 0; } } else { swap(from_point, to_point); const auto it2 = lower_bound(ord_b.begin(), mid, B - p, cmp_by_b); const int above_to_angle = it2 - ord_b.begin(); const int activated_above = points_activated_above - above_to_angle; total += activated_above; for (const auto& q : points2) { if (!q.above()) { total += p.cross(q) > 0 && orientation(B, p, q) < 0; } } } } return total; } int main() { ios_base::sync_with_stdio(false); cin.tie(NULL); int N, M, Q; int t = 0; while (cin >> N >> M) { cerr << "--- " << t << endl; vector<vector<Point>> tribe_points(M + 1); order_by_b = vector<vector<Point>>(M + 1); for (int i = 0; i < N; i++) { Point p; int tribe; cin >> p.x >> p.y >> tribe; tribe_points[tribe].push_back(p); } Point A; cin >> A.x >> A.y; cin >> Bx >> By; cin >> Q; Bx -= A.x; By -= A.y; for (auto& points : tribe_points) { for (auto& p : points) p = p - A; } const Point B{Bx, By, -1}; for (int m = 0; m <= M; m++) { auto& points = tribe_points[m]; for (auto& p : tribe_points.at(m)) p = p - B; sort(points.begin(), points.end(), cmp_by_b); for (int i = 0; i < (int)points.size(); i++) { points[i].idx = i; } order_by_b[m] = tribe_points.at(m); for (auto& p : tribe_points.at(m)) p = p + B; } for (auto& points : tribe_points) { sort(points.begin(), points.end()); } const Point origin{0, 0, -1}; // upper_triangles.assign(M + 1, vector<int>()); // for (int m = 0; m <= M; m++) { // clear(30'000); // const auto& ord_b = order_by_b[m]; // for (const auto& p : tribe_points[m]) { // if (!p.above()) { // upper_triangles[m].emplace_back(0); // continue; // } // add(p.idx, 1); // upper_triangles[m].emplace_back(sum(p.idx, 30'000)); // } // assert(ord_b.size() == upper_triangles[m].size()); // } // TODO: Are the fenwick queries actually faster???? DO some experiments // TODO: Set this value more properly, and explain that this doesn't really help // but it's something. (assuming fenwick is ACTUALLY faster) // TODO: Comment that this solution is probably not the intended one. The example // solution is much faster (under a second). // TODO: The thing is, I don't want to leave this code without the radial sweep, I // want to add it for the lulz. clock_t begin = clock(); while (Q--) { int i, j; cin >> i >> j; // cerr << tribe_points[i].size() * tribe_points[j].size() << endl; // const long long size = tribe_points[i].size() * tribe_points[j].size(); const int ans = handle_query(tribe_points.at(i), tribe_points.at(j), order_by_b.at(j), B, j); cout << ans << '\n'; } clock_t end = clock(); double elapsed_secs = double(end - begin) / CLOCKS_PER_SEC; cerr << fixed << setprecision(3) << " time: " << elapsed_secs << endl; t++; } }

Compilation message (stderr)

dragon2.cpp: In function 'int main()':
dragon2.cpp:209:17: warning: unused variable 'origin' [-Wunused-variable]
  209 |     const Point origin{0, 0, -1};
      |                 ^~~~~~
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